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PC Gamer
2KGMKT_CivVBNW_Hero-Art_Ahmad_al-Mansur_Morocco


The evil Assyrian Empire has finally showed its hand, proving what a threat it is to the world. The once mighty Zulus have fallen to their advancing armies, as have my long-time Swiss allies in the city-state of Zurich. In vanilla Civ V, we may have been left without recourse this far into the modern age. But this is a Brave New World, and I have a plan.

The second expansion for Civilization V most prominently features major overhauls to diplomacy, culture, and trade. While the previous expansion, Gods & Kings, put its emphasis on the early to mid game, Brave New World's new features are most strongly felt in the post-Renaissance eras, as the new World Congress adds a complex and exciting diplomatic layer to the often drawn-out tail end of each world's history.

The new trade route system, of course, is something you'll want to get in on early. In the press build we were given, I was able to play as one of the new civs, Morocco, which gets bonus gold and culture for each civ or city-state it has a trade route with. So, in addition to the base gold output, bonus science, and religious pressure, I found it in my best interests to expand and diversify my trade as much and as early as possible.



Since culture got a major overhaul, I set my sights on the new cultural victory condition, which could sort of be described as Pokemon with great historical works of art, music, and literature. Your ultimate goal is to make your culture "Influential" in every civilization on the board. Well, every remaining civ. There's still the option to bomb those who are slow to catch on to kingdom come. This is accomplished by expending Great Artists, Writers, and Musicians to collect Great Works, which are put on display in various wonders and culture buildings in your empire.

Great Works generate Tourism, a new resource that could be described as the offensive equivalent to Culture (which now, in addition to its other effects, acts as a passive defense against foreign Tourism). The interesting part is that most wonders with slots for Great Works have a theming bonus, allowing you to generate extra Tourism for specific kinds of great works. For example, Oxford University generates bonus Tourism if it's filled with two Great Writings from different eras, and different civilizations other than your own. This requires you to swap your great works with the AI, or in later ages, send Archaeologist to plunder ruins that maybe don't exactly belong to you.

Your Tourism will slowly tick up your influence from Unknown to Influential (and, if you want to go totally overkill, you can eventually hit Dominant at 200% influence) in every civ you've met. The rate at which this happens is determined by their Culture (higher Culture score slows it down), whether or not you have Open Borders, trade routes, shared religion, and shared ideology.



Around the tail end of the mid game, the World Congress will be founded by the first civ to meet every other civ on the board and hit a few tech prerequisites. Unlike the UN in vanilla Civ V, this system doesn't merely exist to elect a World Leader and seal diplomatic victory—though it does gain that ability down the line. For instance, I was able to use the world's general ill will toward warmongering Assyria to place them under an embargo, cutting off all of their international trade routes and crippling their income. When the time came for the Great War to liberate the Zulus and my allied city-states, this had a very visible effect: their armies were outdated, their defenses under-staffed. I won the war in legislation before I ever fired a shot.

The World Congress is still an imperfect system, however, as it's far too easy to snowball. Whichever civ meets everyone first gets to be Host, and the Host automatically receives double the base number of delegates (read: votes) in each era. It is possible to vote to replace the Host, but since the Host has the most votes, this doesn't usually happen. It's also fairly simple to push through reforms that give the Host additional delegates based on religion and ideology, at which point, everyone else may as well not cast a ballot. On top of this, the other civs don't seem upset when one civ is totally dominating the World Congress, the way they take note of a particularly dangerous military conqueror. I wasn't even going for Diplomatic victory, and I almost achieved it anyway.



Brave New World goes a long way toward making Civ V feel like a fully fleshed-out and diverse experience. Like Gods & Kings before it, it adds a lot of optional depth that can be ignored without disaster, but presents new roads with high rewards for those who choose to follow them. The late game slog that often left one civ so far ahead that nothing could be done hasn't been totally fixed—especially relating to Diplomatic victory—but there is at least a lot more to do in the later eras, making them much more diverse and fun to play.

You'll be able to take your first steps into this Brave New World on July 9 in the US and July 12th everywhere else. Be forewarned: Assyria is the new Greece.
PC Gamer
Kickstarter


You may remember Sid Meier from such games as Sid Meier's Civilization, Sid Meier's Civilization II, Sid Meier's Pirates, and... well, you get the idea. While he's currently taking a vacation from PC development, instead creating the iOS strategy game Ace Patrol, he has had some things to say about the oft-PC centric Kickstarter, and its role in the game creation process. Specifically, he worries about the potential inflexibility of the platform with regards to backers' expectations.

Speaking to GI.biz, he said, "I think you kind of lock yourself into a lot of ideas early."

"I really enjoy the luxury of changing my design and evolving over time," he continued. "I’d be a little concerned with Kickstarter if I committed to X, Y and Z and I found out down the road that Z didn’t work very well, I kind of promised to do this. I think it's great for people who want that indie environment, but there are advantages and disadvantages to each situation."

In this area, Meier noted the benefits of Firaxis' relationship with publisher 2K. "They do all the stuff I don’t want to do; they allow me to make games and really focus on that part of what it takes to get a game out there. I get to design games, I get to program games, I get to work with the artists and the sound guys and do the fun stuff. They worry about testing it and publishing it and promoting it and selling it – whatever it takes to do that I would be really bad at, they do."

"So more power to Chris Roberts and the Kickstarter," Meier finished, "but having a great publisher is a real asset and allows me to focus on the things that I can do and not worry about all the other stuff that needs to be worried about."

Is there some truth to Meier's concern? If you back a project, do you expect to get exactly what the original pitch promises?

Thanks, VG247.
PC Gamer
Krieg the Psycho concept art


Along with today's new Borderlands 2 DLC comes some behind-the-scenes details of newest character Krieg the Psycho's years-long creation process. In yesterday's inaugural post on Gearbox developers’ blog Inside the Box, Gearbox Creative Director Paul Hellquist describes Krieg’s evolution from scribble on a whiteboard to playable psychopath.

“The goal of the session was to throw anything and everything that could possibly be a class for the game up on a whiteboard,” Hellquist writes. “At the end of the meeting that board had everything from the classes we shipped to completely wild ideas like ‘Barber,’ ‘Farmer,’ and ‘Combat Mortician.’ Of the many ideas on that board, one of them was ‘Psycho.’"

I’m just going to stop for a second and think about how much fun “combat mortician” might have been. OK, I’m back.

Krieg’s class skills follow the trend set by adorable hellion Gaige the Mechromancer with more complicated rules and a greater possibility for new play styles. Just as Gaige’s Anarchy skill tree created a potential for “insane” levels of damage at the expense of accuracy, Krieg’s skillset encourages the players to eschew personal safety and get hip-deep in a pile of roughed-up corpses.

Krieg specializes in melee weapons, so being up close and personal is really in his wheelhouse. His burned-down, gutted wheelhouse of death.

The Borderlands 2 Psycho Pack is now available, and you can check out Krieg's full skill trees right now. If you’re ready to get your hands dirty, he can be yours for $10.
PC Gamer
Watch Dogs


Ubisoft Montreal is making an effort to present players of the upcoming Watch Dogs with a more realistic depiction of hacking than usual. The studio behind Far Cry and Assassin’s Creed is recruiting help from internet security firm Kaspersky Lab to flesh out the “sexed-up” depiction of hacking found in, oh, every Hollywood movie ever.

“ really hardcore experts there on hacking. We send them some of our designs and we ask them feedback on it, and it's interesting to see what gets back. Sometimes they say, 'Yeah, that's possible, but change that word,' or, 'That's not the way it works,'" Watch Dogs Senior Producer Dominic Gray told Joystiq.

I'm overjoyed that the dreaded hacking minigame will be a restrained animal in Watch Dog’s futuristic Chicago setting. Unlike other games, hacking won’t be a word puzzle or a series of tubes that unlocks a secret room or a treasure chest full of gold. Hacking is Watch Dogs protagonist Aiden Pearce’s bread and butter, his main weapon in daily life. The challenge for players won’t be successfully beating a Frogger emulator, but in shooting a guard while they jump into an alley and hacked traffic lights stop traffic long enough for their explosives to go off.

"It's not about the minigame that will let me open the door, it's the fact that I'm making a plan,” Gray said. “I'm making a plan of how I'm going to chain hacking, shooting, traveling the city and driving to achieve an objective."

As someone who is routinely terrible at hacking minigames, this news could not be more welcome. A 100% true depiction of hacking, of course, probably wouldn’t make for a fun game, so I expect there to be plenty of liberties taken. Anything that keeps us out of Swordfish territory, though, can only make for a better game in the end.

Watch Dogs will be released this November. Check out our full preview here.
PC Gamer
civ v defeated


I've never played a game of Civilization V from the Ancient Era to the Modern Era. I start out intending to, but then there are no fish or whales off the coast of my starting territory, and Gandhi builds the Great Wall before I can, and Dido founds a city near the inlet where I was planning to put a city, and it's the worst thing that has ever happened to me so I start over.

Here's another confession: after 40 hours of Skyrim, I haven't completed more than a few main storyline quests. Instead, I've created character after character, because I’m indecisive and terrified of commitment.

If you're a serial restarter too, let's work on it together with some help from one of the internet's most plentiful resources: banal relationship advice. By slightly reworking advice for the romantically cold-footed, I've developed a plan to help us stop starting over.

Get over the honeymoon phase

I love the initial exploration and discovery in Civ V, and designing RPG characters is my favorite part of playing RPGs, because I become obsessed with the idea of what’s ahead of me; all the potential scenarios I can imagine.

And then it starts getting serious. Oh no. I'm doing more work but I'm getting fewer rewards, and shockingly, the game hasn't molded itself to my imagination’s grand specifications. My glorious naval empire turns out to be a few coastal cities and some boats. My cunning thief is a mute skeleton murderer. My space pirate is mining space rocks. And none of those things ever want to cuddle anymore.

...Except my EVE Online character, maybe.

My fantasies gives way to actual game mechanics. It becomes a Serious Relationship, and it's harder, but ultimately more rewarding. That initial passion is nice, but it doesn't compare to the stories I get from a long-term relationship, when I actually start to care about a character's progression.

So don't be afraid to care. It leaves you open to be hurt—like, say, when an unmet civilization builds the Great Lighthouse first or when an actual pirate suicide ganks you—but that's OK. You can raze their cities and starbases later.

Stop dating playing as the same character
 
This may be my biggest problem: I almost always choose rogue, thief, or some analogue in RPGs, and I’ve built this concept map in my head of all the things they should be. No one game can deliver all those things, and my disappointment leads to futile re-rolling. As long as I don't get too far, I can't be disappointed, right?

There's an easy solution: don’t keep playing the same character hoping they’ll be a more perfect version of the last. When I try a warrior or mage class, I’m more willing to let the game inform what I can and can’t do, because I haven’t built such a rigid ideal. In Civilization, where I love seafaring nations, my longest and most interesting game was played as landlocked Germans.

Let your characters be imperfect. Let them be who they are, because they will never be exactly who you want them to be.

I've had more fun as Mr. Purrface than with any of my "serious" character builds.

Don't use rough patches as an excuse to flee

When I contracted vampirism in Skyrim, I almost rowed against the current back to a previous save, but I'm so glad I went down that river instead (if not very far). Building a narrative as I go is always more rewarding than trying to overlay my ideal story, and that's especially the case when things don't go according to plan. Tragic stories are inherently interesting, and failure isn't something to undo. Remind yourself of that.

Note: In actual human relationships, contracting diseases should be avoided. Other than that, this analogy is perfect.

See a therapist—you have unresolved issues from your childhood

OK, this analogy isn't perfect. I may have coasted through my psychology elective, if you must know.

The point is: serial restarters are missing out. The goal of these games is to start down a path and react to its twists—to let it challenge us—but instead we're caught in a loop, trying to find a perfect path where there is none. If you identify with this problem, pit the brunt of your willpower against it by vowing to keep playing regardless of the outcome, or use in-game mechanics—XCOM's Ironman mode, for instance—to force your own hand.

From now on, I'm going to be a one-character man. Well, probably not, but I'm going to try.
PC Gamer
2KG_TheBureauXD_CarterSquad


In its third and final form, the combat system of The Bureau: XCOM Declassified plays an awful lot like Mass Effect. It’s a third-person shooter where you point a pair of squadmates around levels that are dense with cover, and a handful of its character abilities are pulled straight from Commander Shepard’s playbook. There’s a Lift power that levitates enemies. There’s a radial wave attack that bucks aliens out of cover. There are powers that sap an enemy’s protective armor or shield, and a Squad Heal ability.

When I played The Bureau: XCOM Declassified a couple weeks ago, I asked 2K’s producers on the project about the thinking behind the combat. The answer I got was scripted and disappointing.



What were your inspirations for the combat system?

Nico Bihary, Senior Producer: Well, a lot of the inspiration comes from the XCOM franchise. There’s a lot of... did you play Enemy Unknown?

Yep. I reviewed it.

Bihary: So you probably saw a lot of the similarities through the combat, you know—as I’m moving my guy into cover, it shows me the half-shield or full shield, or if I’m moving a guy into bad cover it’ll tell me where he’s gonna get hit from. And there’s also weapon types: laser, plasma, and human. And there’s kind of a progressive rank on how advanced the weaponry gets and how good you are. So those ties are definitely very obvious as far as the combat system goes.

Andrew Dutra, Associate Producer: The core XCOM experience was a big influence on how things were formatted and how things were displayed.

Wouldn't you say it’s fair to say that there are a lot of parallels to Mass Effect, in terms of the combat style?

Dutra: I mean, yeah, we've seen people comment about that, and it’s great, Mass Effect is a great game. Our game’s a great game.



What would you identify as differences between Mass Effect’s combat style and your combat style?

Dutra: So with our game, you have more control over where your agents go, you have more control over where they’re placed on the battlefield, versus “you just do an ability here, you just do an ability there.” So there’s more strategy involved behind that. And also the whole consequence of, “My guy’s gonna be lost, I can’t use him anymore” certainly ratchets up the difficulty there.

Bihary: We certainly push the consequence a lot, which we don’t think anyone has really done in this third-person shooter scenario.

Dutra: Which, again, is an XCOM core principle.



It’s easy to call 2K’s XCOM shooter a copycat. But I don’t consider that rhetoric a useful exercise—innovation can happen through iteration, and you could make the argument that it’s clever of 2K to rely on players’ familiarity with a widely-played series.

What it does say to me is that there was insecurity within 2K about how to make XCOM into a shooter and have it sell. Remember, The Bureau is the third full iteration of the game—when I first saw it at E3 2010 (a year and a half before Firaxis’ XCOM: Enemy Unknown was announced), it was a first-person game dripping with atmosphere, mystery, and its own personality. I wrote then:

William Carter is responding to a distress call in a small neighborhood, a cul-de-sac smorgasbord of Leave It To Beaver homes. He exits his vehicle in the street with two fellow agents--AI-controlled comrades in ties and hats, each wielding a pump-action shotgun. It’s perfectly silent. A children’s bicycle lies toppled in the road.

He makes his way through a backyard--an idling lawnmower in half-cut grass is the first evidence of something amiss. A few feet away on the patio, there’s a dead man smothered in blue-black oil, a grease that paints a trail into the house. “I’ve seen this before,” says a nameless agent, kneeling to inspect the body. “But it doesn’t get any easier.” Carter snaps a photo of the body with his camera and moves inside.





XCOM’s E3 2010 showing is still stuck in my brain, and it’s rare for a game demo to stay with you for that long. What I remember loving about this vision of the game was its pace: my write-up above shows the trickle of observations made before the player gets into combat. Scripted as that demo was, I loved the way it slowly toured you through the aftermath of an alien attack. I loved that there was some mild detective work, that it was HUDless, and how naturally clues felt set into the environment. The Bureau, by contrast, is driven by its combat and slathered with information layers: activating Battle Focus (the time-slowing planning mode in which you give commands to squadmates) fills the screen with translucent interface. The life bars of Sectoids (and other aliens) pop into the center of the screen as you shoot them (at roughly the same size and spot as they do in Mass Effect, coincidentally).

And what was most disappointing about The Bureau was how much the things you shoot—Sectoids, Silicoids, and other aliens—felt like interchangeable, generic game enemies. Sectoids lacked the creepy, bobbling gait that they had in Enemy Unknown. A Muton boss I encountered at the end was a hulking damage sponge, but he could’ve easily just been a mech or a giant ogre--there was nothing in his animations, attacks, or behavior that conveyed he was from another planet. The Muton’s one distinguishing aspect was his modular armor, which you had to crack open to kill him. But I was annoyed when The Bureau revealed this immediately by slapping a damage display of the Muton’s armor on the screen rather than letting me earn an understanding by fighting, trial, and error.

Aliens were alien in the XCOM 2010 demo—the blobs (Silicoids) animated unpredictably, lunging and slithering along walls and ceilings like liquid cats. At first brush, you didn’t know how to deal with them, or if they could be killed at all. While I was playing The Bureau, Silicoids were described to me as “alien attack dogs” that nip at your heels.



And at the end of the 2010 demo, your encounter with an unnamed alien power weapon was mystifying and intimidating. I wrote then:

Everything turns red. Something is here. Something big. Carter runs toward the street–there’s a black wind of distortion hanging in the air. A field that warps light around it. The mass manifests a strange rectangle-obelisk in the sky: it looks like a giant, textureless Jenga piece. Without warning, it rearranges itself into the shape of a ring and spits a beam of white-hot energy into the street, disintegrating a car. Then, it does the same to the remaining agent.

I’m less lamenting that The Bureau is borrowing Mass Effect’s combat than I am disappointed that The Bureau seems to have abandoned the sense of mystery it debuted with. Neither of the enemies shown in the 2010 demo were humanoid, but more importantly both of them were introduced without any explanation about how to survive or kill them. That aspect of learning in the field (through painful death) is essential to XCOM—the first time you stumble upon a Cyberdisc in Enemy Unknown, you don’t know how far it can move, whether it’s less deadly or vulnerable at close range, or what its relationship is with the Sentry drone it spawns with.

I do feel a little uncomfortable comparing two slices of gameplay to one another: both demonstrations of XCOM (and the E3 2011 demo, easily the worst of all of them) were about half an hour. I can’t know if the XCOM I saw in 2010 would’ve turned out to be the game I wanted it to be. And it’s possible that there’s a generous intro sequence that slowly introduces the alien threat in The Bureau.

I hope there is. What I saw of The Bureau characterized it as a game that’s hanging its hat on cover-based gunplay and its third-person strategic system, and I’m crossing my fingers that it’s driven by more than slightly derivative shooting and slightly cumbersome combat mechanics. 2K’s 2010 debut proved that XCOM set in the mid-century can be a captivating, original setting, and that the gulf between mankind’s technology of the time and that of the aliens creates great opportunities for inscrutable, strange enemies. I hope The Bureau makes use of that.
Announcement - Valve
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PC Gamer
Krieg


I've never considered 'being on fire' to be a particularly useful skill, but after seeing the following video I'm coming around to the idea that the fire department might be part of some great conspiracy to stop us achieving our full, fiery potential. Borderlands 2's latest DLC character, Krieg the Psycho, certainly seems to benefit from setting himself alight - but then he does have a handy mask to keep one small part of his body safe from harm. He also has a knack for melee weapons, thwacking them and chucking them, making him most unlike the game's current crop of gun-obsessed weirdos. You can see Krieg in action below.



Ol' psychotic Krieg will be available to download for $10 on Tuesday 14th May, and as VG247 report, he doesn't come as part of the Season Pass. As revealed by a picture of a sleeping writer, the next (and final) piece of DLC proper will involve Tiny Tina, and will be out on June 25th.
Shacknews - John Keefer

The Civilization 5: Brave New World expansion puts new focus on tourism and culture, including a new Cultural victory that lets you besiege other civs with just how cool you are with all the works of your new artists and composers. A new trailer goes into a bit more detail, including how the masterpieces will bring in the tourists.

An interesting aspect of the video talking about the discovery of archaeology mid-game. Players can discover artifacts from events earlier in the game, giving your civilization more culture and increasing tourism.

The expansion, which will also implement a new diplomatic victory system as well, will be out for PC on July 9.

PC Gamer
Civ V Brave New World


While the Brave New World expansion's new, more active cultural victory path is sure to be a great addition over a long Civilization V campaign, it's not the most exciting subject for a one and a half minute trailer. Still, Firaxis do an admirable job in dramatising it - equating the system to the game's more visually immediate battles, by comparing culture to defence and tourism to offence. Anyone who's seen a group of Brits abroad could argue that they've got a point.

In addition to the archaeology, great works, museums and tourism detailed in the trailer, Brave New World will also bring trade routes, and an expanded Diplomacy path through the World Congress. You can read about how these new systems will change the game in our announcement interview here, then check out how the expansion bolsters your campaign's late-game in our hands-on.

Brave New World is due for release July 12th.
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